Anda di halaman 1dari 37

RACES

CONTENTS CREDITS
Art by Jeff Brown, Jacob Jordaens,
Frederic Edwin Church, Phillippe de
Azer.......................................... 2
Champagne, William T. Maud, Peter
Nicolai Arbo, Charles Édouard Delort,
Bauriar..................................... 4 Tech. Sgt. Samuel Benedet, Bénigne
Gagneraux, Wizards of the Coast
Centaur.................................... 6
Some artwork © 2015 Dean Spencer,
used with permission. All rights
Dhampyr.................................. 7 reserved.

Some artwork © 2015 “Daniel Comerci


Gnoll........................................ 9 danielcomerci.com
www.danielcomerci.com
Gargoyle.................................. 11 www.facebook.com/hounwork

Hamadryad............................. 12 Text excerpts and many ideas taken


from the following sources:
Kuo-Toa................................... 14
Heroes of the Feywild
Planar Handbook
Loxo......................................... 16 Player’s Handbooks (3.5e) (4e) (5e)
Manual of the Planes
Myconid................................... 18 Races of Faerun
Races of Stone
Races of the Wild
Neraphim................................ 20
Monster Manual 1, 2, 3 (3.5e)
Monster Manual (5e)
Ooze, Awakened.................... 21 The Complete book of Humanoids
Thri-Kreen of Athas
Satyr........................................ 22 Shining South
Slayer’s Guide to Centaurs
Saurial..................................... 24 Unapproachable East
Underdark
Volo’s Guide to Monsters
Shardmind.............................. 26

Thri-Kreen.............................. 28

Valkyrie.................................... 30 IMPORTANT NOTE ABOUT


Wemic...................................... 32 USING THESE RACES
Wight....................................... 33
These races occasionally fall far outside the
norm in terms of shape, appearance, and
place in the realms. Before choosing one of
Wilden..................................... 35
these races, please ask your DM if the race
exists in their world, what the place of that
race may be, and if your choice of that race
would disrupt the game. An Awakened Ooze,
for example, may be acceptable in a combat
heavy crawl through the underdark, but
wildly out of place in a city-focused political
narrative about warring races.
A DUNGEON MASTER SHOULD TREAT THIS AS PLAYTEST
MATERIAL AND ALTER TRAITS AS NEEDED.
AZER
GOLMUND’S HAIR LIT UP THE
hall of the cavern, casting
elongated shadows of his
companions across the
walls as his hammer struck
their goblin foes down, one
by one. That was when the
shaman emerged, covered
in jewels, and wrapped in a
layered, patchwork robe.
Toward Erlahan sprang a
barrage of lightning. Then
Golmund broke through the horde, fiery MASTERS OF METAL
hair burning bright as he reached towards Azers are masterful artisans,
the shaman. When the azer’s hand found and create beautiful works from
the goblin’s robe, the two were covered in a the gems and precious metals found in
blinding light, and the heat of an inferno, and their volcanic habitat. They rate the value
after, only the azer and jewels remained. of such treasures above all other things,
sometimes dispatching parties across the
-L. Durago, The Cavern’s Secret planes to seek out rare metals and
gemstones. When azers are called by magic
Natives of the Elemental Plane of Fire, to the Material Plane, it is typically to help
azers are master crafters, expert miners, forge an elaborate magic item or work of
and sworn foes of the efreet. In appearance art, for it is said that their skill in such craft
and manner, an azer resembles a male knows no equal.
dwarf, but this is a facade. Beneath its DWARF ANCESTORS
bronze-colored metallic looking skin, an Long ago, all dwarves were slaves to the
azer is a being of fire, which outwardly giants and titans. Today’s dwarves are the
manifests in its fiery hair and beard. descendants of those who freed
Azers dwell in a kingdom on the border themselves. Azers are dwarves that did not
between the Elemental Plane of Earth and escape captivity before they were corrupted
the Elemental Plane of Fire- a range of and transformed into fiery beings by their
mountains and volcanoes whose spires rise overlords.
as a series of fortresses. Beneath mountain Although a few have escaped captivity
peaks, under volcanic calderas, and amid since, most azers remain bound to their fire
rivers of magma, azers extract gleaming giant masters to this day. Azers maintain a
metals and glittering gems from the earth. tightly regimented society in which every
Squads of azer patrol the passes and member has a specific place. The state
tunnels of their realm, fending off the always takes precedence over the
salamander raiders whose efreet masters individual. Azer nobles are prodigiously
order strikes against the azer kingdom. strong and wield absolute power.
ENEMIES OF THE EFREET AZER NAMES
Long ago, the efreet and the azers were Azer names take after dwarven names, are
allies. Azers helped create the City of Brass, written in dwarven script, and have a harsh
forging that home of t4e efreet into one of sound, like the crackling of fire.
the most wondrous places in creation. Male Names: Azran, Balgin, Brojir, Corrig,
When the azers had finished their work, the Dail, Damarak, Evrun, Golmund, Kagen,
efreet betrayed them, making a failed Morivann, Ollivik, Roderran, Thurrig,
attempt to enslave the azers so as to protect Tramlan, Uldrim, Vens, Valrung
the secrets of the city. Despite occasional Female Names: Avrin, Baril, Cirili, Danir,
raids and skirmishes, however, the two Elga, Hellika, Kulli, Loria, Mir, Nolma,
sides have so far refrained from all-out Olri, Rulli, Talaya, Tivnik, Tolma, Unlin,
conflict. Vori, Wirlikka
AZER TRAITS
Ability Score Increase. Your Wisdom
score and your Strength score each
increase by 1.
Age. As humanoids related to dwarves,
azer have long lifespans. An azer reaches
adulthood around their twenties, and
the oldest of them can live over 400 years.
Alignment. Most azer are lawful, having
come from a strong collective culture. They
tend toward neutrality, with a strong sense
of equality between people and groups.
Size. Azer are between 4 and 5 feet tall
and weigh between 150 and 250 pounds.
Your size is Medium.
Speed. Your base walking speed is 25
feet. Your speed is not reduced by wearing
heavy armor.
Fire Resistance. You are resistant to fire
damage.
Flaming Locks. Your hair and beard are
constantly aflame, shedding bright light in
a 10-foot radius and dim light for an
additional 10 ft.
In addition, when a creature within 5 feet
of you hits you with a melee attack, you can
use your reaction to make the attacker take
fire damage equal to your Wisdom modifier.
Heated Touch. You gain the ability to
Dwarf Subrace: Azerblood
start fires with a touch. As an action, you Another dwarf subrace populates the worlds
can magically ignite a flammable object of D&D. Azerblood dwarves descended from
you touch with your hand—an object such groups of azer who found dwarven mates on
as a torch, a piece of tinder, or the hem of the material plane. These red-haired
drapes. dwarves channel heat into material around
In addition, once per short or long rest them.
you can, as a bonus action, heat a metal Ability Score Increase. Your Wisdom score
weapon you are holding. Until the end of increases by 1.
Fire Resistance. You have resistance to
your next turn the weapon deals additional
fire damage.
fire damage on hit equal to your Wisdom Inner Fire. Once you reach 5th level, you
modifier. can cast the heat metal spell once per day
Languages. You can speak, read, and as a 2nd-level spell. Wisdom is your
write Common, Dwarven, and Primordial. spellcasting ability for this spell.
BAURIAR & CENTAUR CREATURES OF THE FOREST
IT IS WINE THAT WOUNDS THEE, HONEY-SWEET Centaurs love and worship nature, and most
wine, which works harm to others too, if one who wish to devote themselves to a higher
takes it in great gulps, and drinks beyond power or cause become druids. Centaur lairs
measure. It was wine that made foolish even look little like the permanent structures of
the centaur, glorious Eurytion, in the hall of other races, consisting of a series of beautiful
greathearted Peirithous. When his heart had forest glades, peaceful streams, and perhaps
been made foolish with wine, in his madness a few scattered resting grounds. Although
he wrought evil in the house of Peirithous. these lairs seem simple and unprotected,
Then grief seized the heroes, and they leapt they provide more protection than even the
up and dragged him forth through the gateway, stoutest walls by allowing the swift-moving
when they had shorn off his ears and his centaurs to encircle approaching foes or
nostrils with the pitiless bronze, and he, made easily flee if pressed too hard.
foolish in heart, went his way, bearing with him
the curse of his sin in the folly of his heart.
TRIBES OF YSGARD
Native to the rolling hills and woods of
From hence the feud arose between the
Ysgard, the bariaurs wander the lands in
centaurs and mankind; but it was for himself
search of evil. To those unfamiliar with them,
first that he found evil, being heavy with wine.
bariaurs appear carefree or irresponsible, but
-The Odyssey, Translated by A. T. Murry this behavior is merely the outward sign of
STRONG, TALL, AND PROUD their wanderlust. They rarely remain in one
Of all the humanoids to walk these worlds, place for long, preferring a life of travel to
centaurs and bauriars are certainly two of the sedentary existence. When evil rears its ugly
more distinctive races. Centaurs are fey with a head, this carefree demeanor disappears,
human torso that ends where the horse’s neck replaced by single-minded pursuit of that
would be. They stand up to eight-and-a-half which endangers good folk of the area.
feet tall and possess both swift speed and To a bauriar, the two great goods are honor
great strength. Bauriars are somewhat and a good time. Even bariaur adventurers on
smaller, standing six to seven feet. Bauriars a hard quest may arrange simple contests to
are humanoids with goat-like bodies and remind them of the joy of life. It is a magical
horns that come from the plane of Ysgard, and moment when a grimly determined bariaur
are often mistaken for centaurs, though they happens on one of his fellows and puts aside
are known to find the comparison insulting. his honor-driven quest for a few minutes (or
hours) of sport.
BAURIAR NAMES
A bariaur’s name is given to him by his Mountain Hooves. You can scale rocky
parents. It is usually a simple, one- or cliffs and steep mountains as though they
two-syllable name (the easier to be shouted were difficult terrain instead of climbing. In
across the hills of Ysgard). Within the flock, addition, you can ignore difficult terrain
he denotes his parentage by adding “buck that is made of stone.
of” his father’s name (or “doe of” the Curled Horns. You have a pair of
mother’s name, if female); outside the flock, twisting horns that sprout from either side
he relies instead on a flock name to of your head. You can use your horns as a
indicate the extended family to which he natural weapon, which you can use to make
belongs. Flock names typically describe the unarmed strikes. If you hit with your horns,
environments favored by the flock, and can you deal bludgeoning damage equal to ld4
change over time.
+ your Strength modifier, instead of the
Male Names: Bex, Hul, Jek, Menk, Ril, Wyk
normal damage for an unarmed strike.
Female Names: Dath, Hysh, Saph, Vash
Ram’s Charge. If you move at least 20 ft.
Flock Names: Cloverfield, Dalewatcher,
straight toward a target, you can use your
Hillwalker, Woodstrider
action to make a special attack with your
BAURIAR TRAITS horns. The attack deals an extra 1d4
Ability Score Increase. Your Dexterity bludgeoning damage. If the target is a large
and Strength score increase by 1. or smaller creature, it must succeed on a
Age. The average bariaur reaches Strength saving throw or be knocked
adulthood at about the same age as a half- prone. The DC for the save is equal to 7 +
elf, and the eldest members of the race live your Strength modifier + your proficiency
to well over 200 years of age. bonus.
Alignment. As creatures who value Languages. Bariaurs use Celestial for
freedom, most bariaurs are chaotic good in most conversations. They also speak
alignment. Some more settled bariaurs Common to allow them to converse with
tend toward neutrality in their approach to other races.
good. Evil bariaurs are extremely rare and
always shunned from the flock.
Size. Standing roughly half a foot taller
than a human, a bariaur resembles a
centaur. The typical male weighs nearly
300 pounds, with females about 40 pounds
lighter. Your size is Medium.
Speed. Your base walking speed is 35
feet.
Darkvision. Descended from watchful
protectors in the realm of Ysgard you have
superior vision in dark and dim conditions.
You can see in dim light within 60 feet of
you as if it were bright light, and in
darkness as if it were dim light. You can't
discern color in darkness, only shades of
gray.
Quadruped. As quadrupeds, bariaurs
have advantage on checks and saving
throws made to resist being knocked
prone. You have a carrying capacity 1-
and-a-half times greater than normal for
your Strength. You cannot wear most
armor that is not designed for you, and you
cannot wear boots designed for humanoids.
You also cannot climb without assistance.
CENTAUR NAMES
A centaur is given one name at birth,
normally a simple name that refers to an
ancestor. When the centaur is grown, it is
given a title based upon a trait or deed it has Stomping Hoof. Your four hooves are
accomplished by a tribal leader. natural weapons, which you can use to make
Male Names: Bradwarden, Erdon, Godanic, unarmed strikes. If you hit with your hooves,
Hirlor, Jex, Mak, Pulrin, Singram, Whillem you deal bludgeoning damage equal to ld4 +
Female Names: Carrey, Dash, Filda, Jalle, your Strength modifier, instead of the
Loda, Nan, Rose, Tawna, Whittlen bludgeoning damage normal for an unarmed
Titles: Cliffstrider, Forestkeeper, Goldenhoof, strike.
Orcslayer, Pikecharger, Warrunner Trampling Charge. If you move at least
20 feet in a straight line toward a creature
CENTAUR TRAITS you can make a single unarmed strike
Ability Score Increase. Your Strength against that creature as a bonus action. If it
score and Constitution score increase by 1. hits, the creature must succeed on a
Age. Centaurs mature early and live short
Strength saving throw or it can't take
lives. Like horses, they can walk from birth,
reactions until the start of its next turn. The
albeit on shaky hooves. Once they reach eight
years of age, centaurs are considered full DC for the save is equal to 8 + your Strength
adults. On average, centaurs live around 50 modifier + your proficiency bonus.
years, although some have been known to Galloping Gait. Your legs allow you to
reach 70. move with astounding speed. You can take
Alignment. The tribal society of the the Dash action as a bonus action on each of
centaurs regards freedom and personal your turns, but you must use this additional
choice as the highest virtues, and its movement to move in a straight line.
members are almost all chaotic-good. The Languages. You can speak, read, and write
seemingly unorganized society of the Common and Sylvan.
centaurs is actually bound by an openness
and camaraderie that more civilized cultures Special Centaur Rules
have long since lost. Special rules apply to you because of your
Size. Towering over most races, a centaur large, horse-like lower half.
stallion can reach eight and a half feet tall. You may carry a rider on your back, and the
Your size is Medium. rider may treat you as an intelligent mount.
Speed. Your base walking speed is 35 feet. Bearing a rider puts no restrictions on the
Heavy Quadruped. As a heavy quadruped, actions you can take, and you move and
you have advantage on checks and saving act as you wish.
throws made to resist being knocked prone. If your movement provokes an opportunity
You have a carrying capacity two times attack while you are bearing a rider, the
greater than normal for your Strength. attacker can target you or the rider.
You must eat four times as much and drink Your rider may choose to perform actions
twice as much as a human. You cannot wear during your initiative instead of their own.
most armor that is not designed for you, and
you cannot wear boots or footwear designed
for humanoids. You also cannot climb
without assistance.
If you are using a grid you take up
two adjacent 5x5 squares on the grid.
MARK OF THE VAMPIRE
Some traditions specify signs by which
the children of a vampire can be
recognized. They have untamed dark or
black hair and lack a shadow. A
pronounced nose was often a sign, as were
larger than normal ears, sharper teeth or
large eyes that shine in moonlight. On a full
moon, a dim glow is said to manifest
around a dhampyr’s eyes.
DHAMPYR Most dhampyrs take great care in
disguising their vampiric heritage as to not
“THERE’S JUST SOMETHING OFF ABOUT HIM. arouse suspicions in superstitious towns.
Always keeping to the shadows.”
“People say they seen him riding a ghost BETWEEN LIFE AND DEATH
or some such. I don’t know it’s just Dhampyrs are neither alive nor dead, and
unnatural.” exist in a strange limbo until they are
striken down by blade or stake. Their lives
“I heard a lady had bites on her
are unnaturally long, and if a dhampyr is
yesterday, and three ladies got bit today.
And I seen him turnin’ into bats and cursin’ not killed, they can continue to live for
the crops with his evil black magics.” nearly a thousand years. They are not
welcome in most pure undead hordes, and
“I swear by the scales of Kelemvor I saw many towns, upon learning of the
him turn into a dragon and eat a woman
dhampyr’s heritage, will incite a mob to
whole!”
attempt to oust or kill the dhampyr.
“I say we burn him back to where he
came from.” BLOOD DRINKERS
Though they do not need to drink blood like
-An unruly mob of human townsfolk their vampiric fathers, a dhampyr is still
14 days after Illian Daragov’s arrival equipped with sharp fangs that can drink
Dhampyrs are born from women who are the very life essence of a creature to
bitten by a vampire while they are sustain and heal itself.
pregnant. Such women often die in the
process of birthing the dhampyr, leaving the
DHAMPYR NAMES
Dhampyrs often have names that mimic
child without parents or home. Dhampyrs
are outcasts in society and although they their vampiric fathers. A particularly proud
are not burned to dust in sunlight, it still is dhampyr will place ‘von’ before their
of great discomfort for sunlight to directly adopted surname.
touch their skin. Most often, the women Male Names: Adrian, Danto, Emrick,
who are bitten are elves, but other races Lucius, Salizar, Solomon, Vincent, Zasan
have been known to produce dhampyrs as Female Names: Afanas, Brandeis, Cian,
well, most notably humans. Isabella, Lenore, Magdelena, Sabrina
DHAMPYR Supreme Darkvision. You are a creature
of night, of moonlight and the starry sky. You
Ability Score Increase. Your Constitution have superior vision in dark and dim
score and your Charisma score increase by 1. conditions. You can see in dim light within
Age. Dhampyrs grow about as fast as 120 feet of you as if it were bright light, and
elves, and will live nearly as long if they are in darkness as if it were dim light. Unlike
not killed first. You can live up to 1000 years. most darkvision, you can see color in
Alignment. Dhampyrs are typically darkness while you are under moonlight.
thought of as evil, but just as many dhampyrs Sunlight Sensitivity. You have
try to escape their vampiric heritage as disadvantage on attack rolls and Wisdom
embrace it. You tend towards good or evil. (Perception) checks that rely on sight when
Size. Dhampyrs are about the size of an elf you, the target of the attack, or whatever you
or human. Your size is Medium. are trying to perceive is in direct sunlight.
Speed. Your base walking speed is 30 feet. Dhampyr Magic. You know the minor
Bite. Your sharp fangs are a natural illusion cantrip. When you reach 3rd level,
weapon, which you can use to make unarmed you can cast spider climb once, and it
strikes. If you hit with it, you deal piercing recharges after a long rest. When you reach
damage equal to 1d4 + your Strength or 5th level, you can cast find steed once, and it
Dexterity modifier, instead of the recharges after a long rest. Charisma is your
bludgeoning damage normal for an unarmed spellcasting ability for these spells.
strike. Vampiric Transformation. When an
Blood Drinker. When your foe is unable to enemy hits you with an attack, you can use
move away, you can enter a vicious feeding your reaction to instantly turn into swarm of
frenzy. As a bonus action, you can make a bats until end of your next turn. You cannot
special attack with your bite against a attack, concentrate or cast spells in this
restrained, grappled, or incapacitated form. Starting at level 11 you may instead
humanoid. If the attack hits, it deals its transform into a cloud of mist (as in the
normal damage, and you regain 1 expended Shapechanger trait). After you use this trait,
hit die. In addition, after feeding on a you can’t use it again until you finish a long
humanoid this way, you gain the benefits of rest. This trait cannot be used in direct
eating a full meal. After you use this trait, you sunlight.
can’t use it again until you finish a short or Languages. You can speak, read, and write
long rest. Abyssal, Common and Elvish.
GNOLL HYENA-FOLK
Gnolls have hyenalike heads, and their long
The savannah was painted with another limbs possess a lean strength. Gnolls are
splash of red as Mulgerr, the leader of his covered in coarse yellow or reddish-brown
tribe, fell. The warriors of the tribe began fur, and their feet and legs are structured
to retreat into the brush, but their foes more like a hyena’s hind legs than those of
pursued viciously. One by one they fell, but other humanoids. Despite the somewhat
after minutes of sprinting, the tribe’s crude awkward appearance of their legs and
huts and the central fire was in sight. feet, gnolls walk as bipeds and are as agile
Sixteen tribe members had left the tribe and speedy as a normal human.
to do battle, and only two remained. “Chief
is dead, we have lost many.” proclaimed
Jozzu. The largest males rose to their feet,
TRIBAL SAVAGERY
Most gnoll tribes wander the wilderness,
grasping any weapon, at hand, fighting to
the strongest warrior governing with a
the death for the right to be chief of their
brutal adherence to the idea that the strong
dwindling tribe.
can freely take from the weak. A few gnoll
-S. M. P. V. Jaquelina , Way of the Tribes tribes attempt to pull away from their
Fueled by their own bestial strength, most savage past, but they are the rare exception
gnolls roam the wild in search of sentient rather than the rule. The wild gnolls who
prey. These savages know little of mercy prey on the civilized races use patchwork
and honor, and nothing of kindness or armor and rusted weapons that they’ve
compassion. stolen from past kills. Tribes that have
The exceptions to this rule, who have found some level of personal honor favor
banded together in rough tribes that roam hide or leather armor similar to the
the plains and forests, have begun to learn barbarian tribes of humans.
the value of personal honor. Some even
approach the harsh but ultimately fair
codes that tribes of barbaric humans often
adopt. Geared more toward survival than
the cruelty of their kin, these gnolls stand
at a critical juncture: Either they will
succeed in allying with the civilized races
and pull some of their people away from
savagery—or they will fail, and their tribes
will slip back into evil and brutality.
WANDERING HUNTERS
Gnolls are travelers, hunters, and Age. Gnolls mature by the age of 8 and
scavengers; adventuring gnolls travel almost live less than a century.
constantly. To a gnoll, sitting in one place Alignment. Most gnolls are chaotic evil,
isn’t cowardly or illogical; it’s simply these gnolls, however, are very rarely
unpleasant. Some gnolls are drawn simply adventurers. Most adventurers have left
by the thrill and variety of the hunt, while gnoll tribes and tend towards neutrality.
others are motivated only by curiosity. As a Size. Gnolls are tall and broad
pack of gnolls grows, the bond of the pack shouldered, standing six to seven feet tall.
serves as a major impetus for travel—the Your size is Medium.
most adventurous gnolls pull the rest of the Speed. Your base walking speed is 30
pack along on their hunts. Packs of evil feet.
gnolls are driven to travel by the will of their Bite. Your sharp jaws are a natural
demon prince, and packs of neutral gnolls weapon, which you can use to make
travel to escape the influence of other unarmed strikes. If you hit with it, you deal
gnoll packs and the wariness of human cities piercing damage equal to 1d4 + your
accustomed to fighting off their cruel and Strength modifier, instead of the
evil kin. bludgeoning damage normal for an
unarmed strike. This damage increases to
GNOLL NAMES 1d6 at level 8, 1d8 at level 11, and 1d10 at
Gnoll names often sound like level 16.
growls to members of other races, featuring Rampage. When you reduce a creature
multiple “r” sounds. Gnoll tribal names are to 0 hit points with a melee attack on your
usually compound words. turn, you can use your bonus action to
Male Names: Arrgrar, Derror, Fengrrir, move up to half your speed and make
Gorrmurr, Grerr, Remmar, Thurrg a bite attack.
Female Names: Arrna, Brirr, Cirram, Bloodrage. When you are reduced below
Mirrin, Ryssa, Thrrae. half your maximum hit points, you gain +1
Tribal Names: Bloodfist, Greatfang, AC and a +2 to damage rolls for 1 minute.
Speardeath, Thunderdance. Once you use this trait, you cannot use it
again until you have finished a long rest.
GNOLL TRAITS Languages. You can speak, read, and
Ability Score Increase. Your Dexterity write Common and Gnoll.
score increases by 1 and your
Strength score increases by 2.
GARGOYLE GARGOYLE NAMES
The massive temple door swung open with a Gargoyle names are straightforward, and
thud. Silgia sung a little tune she had heard often represent a characteristic of their
the priest singing at the service as she personality or appearance.
placed her theives’ tools into her backpack. Names: Armag, Borim, Dimra, Kagmo,
The church was dark now and clear of Lional, Morilo, Osgri, Serris, Thrylak.
people. ‘Almost too easy’, she thought. Titles: Brittleskin, Coldwarden, Craglord,
Her thoughts were interrupted by a Madtooth, Wildhorn .
clattering of stones descending from the
ceiling. Then she saw it, the stone beast GARGOYLE TRAITS
with curling horns flying from perch to Ability Score Increase. Your Wisdom
perch, the defender of this sacred place, score increases by 1, and your Strength
lunging towards her throat. score increases by 1.
Age. Gargoyles can live for hundreds of
-S. ‘Tony’ Herald, Memoir of a Thief
years without appearing to age at all.
Gargoyles are stone guardians of holy Alignment. Most gargoyles are lawful,
places that are crafted as protector spirits. having been protectors of a sacred temple.
They make a perch their home, and remain Size. Gargoyles stand between 5 and 6
motionless much of the day, or until they feet tall, and have a wingspan twice that.
are required to use their great strength. They weigh between 250 and 450 pounds.
When a temple is destroyed that houses a Your size is Medium.
gargoyle, it often becomes enraged and is
Speed. Your base walking speed is 25
destroyed in its ensuing madness. Some
feet.
other gargoyles seek out a new holy temple,
Living Construct. Even though you were
find a group of adventurers, or
seek vengeance on those constructed, you are a living creature. You
who destroyed their are immune to disease. You do not need to
holy temple. eat or breathe, but you can ingest food and
drink if you wish.
Instead of sleeping, you enter an inactive
state for 4 hours each day. You do not
dream in this state; you are fully aware of
your surroundings and notice approaching
enemies and other events as normal.
Stone Wings. You gain a flying speed of
30ft. You can fly only in short bursts; you
fall if you end your turn in the air and
nothing else is holding you aloft. You can
wear medium or heavy armor and still use
this movement.
Stony Exterior. Your stone exterior lends
you rock-hard natural armor. Your AC can't
be less than 12 + your Constitution
modifier, regardless of what kind of armor
you are wearing.
Still as Stone. You can use your
concentration to hold yourself so still you
appear to be a statue. While you remain
completely motionless in this way, you have
advantage on all Dexterity (Stealth) checks.
Languages. You can speak, read, and
write Common, and Celestial or Abyssal.
HAMADRYAD TREE BONDED
Typically, a young hamadryad is bound to a
ONE DAY THE TRIO CAME UPON A PLACE WHERE
tree home that somewhat resembles her
the path seemed to bend around a massive
feminine shape. As a youth, she remains in
tree. As they examined the odd sight, a dryad
the forest where her tree grows, for her life is
emerged from the tree, beautiful and
bound to its existence. However, rare
terrifying. She demanded that each of the
hamadryads are able to break the connection
three travelers do something to honor her,
to their tree home by some twist of fate or
stating that only then would she send them
destiny. Hamadryad heroes who leave their
on their way.
forests carry a piece of their tree with
The first to speak was the human bard,
them—a charm carved from the wood of a
who lamented that he could only immortalize
fallen branch, or a garland strung with
the dryad in story or song, for they were the
autumn leaves whose colors never fade.
greatest tools at his disposal. “Fool!” the
dryad cried. “Can you keep no secrets? Your
songs would bring woodsmen and devious
WORLDLY PROTECTORS
Some hamadryads dwell close enough to the
creatures right to my tree.” She beckoned the
settlements of the civilization of other races
bard closer, whispering a secret of arcane
that they take up the struggles of those races.
magic in his ear. “Now, I have given you one
Answering their heart’s yearning call, they
secret. A second is the secret of my tree’s
uproot themselves from the earth and leave
location, which you must also keep. Only
all they know behind— seeking the wondrous
when you find a third secret, a secret greater
perils and delights that are the stuff of mortal
than all others, can you return to this land.”
knowledge and emotion.
Saying that, she waved her hand and
banished the bard from the Feywild.
-Bards Tale, The Three Travellers
Hamadryads are the incarnate spirits of
living oak trees. Part flesh, part wood, and
part fey spirit, they are the granddaughters of
the seasons and the wind, and the supreme
manifestations of nature’s wild beauty.
Hamadryads stand at an intermediate state
between playful nymph and fierce dryad.
Bound to a living tree, a hamadryad ardently
protects the forests of which she is a part.

TWIN ASPECTS
Born of the power of nature, all hamadryads
are female, and they present themselves in
two aspects.
In their nymph form, they are idyllic
paragons of fey perfection and physical
beauty. Their hair and eyes match the colors
of autumn leaves, from green to russet, gold,
orange, red, and brown. Autumn leaves and
acorns might dangle from a hamadryad’s
hair, and her eyes are clear orbs of green,
white, or gold.
The dryad aspect of a hamadryad is not
dissimilar. However, when a hamadryad
draws on her dryad strength, her features
take on the appearance of skillfully
carved wood, the patterns of the
grain manifesting across her
form like ripples on the
surface of a pond.
FOREST WANDERERS Size. Hamadryads stand between 5 and
Many of the hamadryads that venture out 6 feet tall. Your size is Medium.
into the world are disenfranchised forest Speed. Your base walking speed is 30
spirits seeking justice or revenge for the feet.
destruction of their woodlands. Others have Forest Walk. You can move across
observed some aspect of mortal life that difficult terrain made of part of a tree,
they themselves lack, and they become underbrush, or some other forest growth
obsessed with understanding it. The spirit without expending extra movement.
that drives mortal humanoids to undertake Oaken Rest. Hamadryads don't need to
grand quests and sacrifice everything for sleep. Instead, they meditate deeply,
principle has stirred many hamadryads, remaining semiconscious, for 4 hours a
causing them to abandon their idyllic day. While meditating, you are fully aware
existence in the name of seeking something of your surroundings and notice
more. approaching enemies and other events as
normal. To meditate in this way you must
HAMADRYAD NAMES be in bright light or touching at least six
Names: Atlanteia, Chrysopeleia, Dryope, gallons of clean water. After resting in this
Erato, Eurydice, Phigalia, Phoebe, Pittys, way, you gain the same benefit that a
Tithorea human does from 8 hours of sleep.
Twin Aspects. You know the druidcraft
HAMADRYAD TRAITS cantrip. The other spells you can cast
Ability Score Increase. Your Wisdom depend upon your form. Wisdom is your
score increases by 2, and your Intelligence spellcasting ability for these spells.
or Charisma score increases by 1. You have two forms you can shift
Age. As the spirits of the autumn oak, between—nymph and dryad. You can shift
most hamadryads live as long as the trees forms while meditating with Oaken Rest.
to which they are bound. Some have short Nymph: Once you reach 3rd level, you
lives at one or two hundred years. Others can cast the charm person spell once per
have been known to live for millennia. day. Once you reach 5th level, you can also
Alignment. At one with nature, they can cast the calm emotions spell once per day.
be as calm as the autumn sunset one Dryad: Once you reach 3rd level, you can
moment and as violent as a thunderstorm cast the entangle spell once per day. Once
the next. As such, hamadryads tend you reach 5th level, you can also cast the
barkskin spell targeting yourself at will.
towards chaotic alignments.
Languages. You can speak, read, and
write Common and Sylvan.
KUO-TOA SEA MOTHER’S CHOSEN
Much of kuo-toan life and society focuses
The group of odd, smelly fishmen sailed on religion. The church forms the center of
onwards down the darklake. Pacing the deck every community, both physically and
constantly, and looking into the darkness of metaphysically. Each kuo-toa city is ruled
the water was their leader, Diplool. by a Sunken Council—a group of nine high-
Faintly below the surface a large shape level clerics who direct the citizens in their
passed. Then another. The kuo-toa crew religious observances.
grew silent as the boat rocked in the black Kuo-toa clergy are quick to root out and
waters. Diplool stood closest to the edge, censure anyone or anything they perceive
peering into the deep with his spear ready to as a threat. Because of the swift and
strike, and his shield held high. arbitrary punishments meted out by the
Six tentacles emerged as the water whips, the average kuo-toa follows the
crashed below, and the boat began to rock rituals of Blibdoolpoolp and fulfills the
and sway violently. The deck was ablaze with expectations of the clergy, whether or not
motion as the kuo-toa began running in all he feels especially pious.
directions. Poolgib and Gliplip were the first DEEP PARANOIA
to be grasped by their legs and dragged, Kuo-toas view everyone with suspicion;
yelping into the water by the aboleth. in fact, they often report real or alleged
-F. Sherman, Darkness Below transgressions of even their own family
Kuo-toas are theocratic fishfolk who dwell in members to the community cleric. Justice
the deep lakes of the Underdark. A kuo-toa (or at least trial, sentencing, and
sports fine scales of varying pigmentation. punishment) follows swiftly. Kuo-toas have
The color varies with the kuo-toa’s mood, a well-deserved reputation for dealing
ranging from dark red when he is angry to duplicitously with other races, though the
white when it is frightened. A kuotoa’s body drow are a notable exception to this rule.
is shaped like that of a short, pudgy human, The typical kuo-toa has no scruples about
but its slender arms and legs end in broad betraying a trust if he feels that doing so is
hands and distended feet that resemble in his best interests and not apt to produce
flippers. The air around a kuo-toa carries a unwanted repercussions. The kuo-toas
faint odor of rotting fish. This scent is maintain friendly relations with the
natural but can be enhanced by perfumes of drow. The only portions of a kuo-toan
kuo-toan manufacture. settlement where drow are forbidden are
the church and the spawning pools.
KUO-TOA NAMES
Kuo-toan given names usually mimic rushing Deep Fisher. You gain proficiency with
or dripping water in sound. Surnames are naval vehicles, shields, and nets.
descriptive words or phrases, often religious Adhesive Coating. You can use your own
in nature. body oil and other materials to give your
Male Names: Drapood, Joparg, Oomkaan, shield a finish almost like flypaper, capable
Moolowik, Nilbool, Poolidib, Poolp, Prin, of holding fast any creatures or items that
Pripp, Prirr, Rripp, Rropp, Urlurg, Vuoor. touch it. When a creature misses a melee
Female Names: Bibble, Bilpl, Bilpli, Blipool, attack against you, they must make a
Lill, Lilli, Pliil, Pliili, Uustra. Strength saving throw or the weapon sticks
Surnames: Chosen, Devout, Goodhunter, to the shield and is yanked out of its
Goddessgifted, Holy, Motherblessed, wielder’s grip. A creature using a natural
Seachild, Seakin, Undrowned. weapon is automatically grappled if it gets
stuck.
KUO-TOA TRAITS It takes one hour to coat a shield with
Ability Score Increase. Your Wisdom adhesive, but the secretion remains sticky
score increases by 2, and your Constitution for up to three days, or until it actually
score increases by 1. catches something or someone, whichever
Age. Young kuo-toa hatch in spawning comes first. Successfully trapping a
pools and spend their first year of life there. creature or item uses up the adhesive, so
After their amphibian qualities develop, they the shield can trap no further creatures or
are considered adults, and live up to 80 items until its coating is replenished.
years. Pulling a stuck weapon or limb from a
Alignment. Most kuo-toas often follow shield requires a successful Strength
neutral (and occasionally even good) check. The DC of the Strength saving
philosophies, forming a nonvocal majority in throw or check equals 11 + your Strength
most kuo-toan settlements. Because of the modifier.
repressive evil theocracy under which they Slippery Skin. Your body produces a
live, nonevil kuo-toas usually remain silent, foul smelling, slippery oil. If you are not
lest their attitudes get them sacrificed to the wearing armor, you have advantage on
Sea Mother. attempts to escape a grapple. Enemies also
Size. Kuo-toa are fish men of an average have advantage on attempts to escape your
stature, standing around 5 feet tall. Your size grapple attempts. In addition, you can use
is Medium. your action to make a DC 15 sleight of
Speed. Your base walking speed is 25 hand check to escape from nonmagical
feet. You also have a swimming speed of 40. restraints, such as manacles or a rope
Amphibious. You can breathe air and bound around your limbs.
water. Sunlight Sensitivity. While in sunlight,
Enhanced Darkvision. You have superior you have disadvantage on attack rolls, as
vision in dark and dim conditions. You can well as on Wisdom (Perception) checks
see in dim light within 120 feet of you as if it that rely on sight.
were bright light, and in darkness as if it were Languages. You can speak, read and
dim light. You can't discern color in darkness, write Common, Undercommon, and
only shades of gray. Kuo-toa
NOBLE HERDS
Loxos are peaceful creatures that want
nothing so much as to be left alone. Though
they are not aggressive, they defend their
herds ferociously, able to fight in a terrible
rage when necessary. They are fond of
geometric patterns in their simple clothing,
particularly with circle or diamond shapes,
and enjoy creating rustic works of art to
trade.
As is often the case with youths, young
loxos occasionally feel a need to travel
LOXO beyond the traditional territory of their
herd. Intrigued by humans and other races,
THE PLAINS WERE QUIET, AND THE ANIMALS some loxos take up with a group of
were runnning, to their dens. Illia’s ear adventurers for an experience of life
perked up, and she stopped. On the wind beyond the lands of their herd.
there was a sound, first a distant rumble,
then a crash like thunder, growing louder
still. The ground quaked and rumbled, and
GENTLE GIANTS
Isolationist by nature, loxos do not involve
Illia, ever fleet of foot, knew it was time to
run. For this was the stampede of the loxo. themselves in causes or in other species’
problems. They are removed from the
-T. Arama, Hidden Stride struggles between good and evil that
Almost like humanoid elephants, the surface in other parts of the world, favoring
nomadic loxos share the plains with neither side.
humans and others. Loxos are hunter- Loxos venerate nature and strength,
gatherers that prefer the seclusion that having a prevalent druidic tradition and a
comes with miles of open terrain and little secondary priesthood. The worship of the
interaction with other species. They have druids appears to focus on an entity that
roamed the plains for some two centuries, must be an aspect of Hiatea, a deity of
claiming to have arrived from another giants, but also one of nature, agriculture,
world via mysterious means. Only the loxos hunting, and childbirth. Many loxo clerics
are certain where they came from, and they worship their vision of Hiatea, while some
do not speak of it. favor an aspect of Iallanis (also a deity of
giants) for his strength and healing ability.
ELEPHANT FOLK
A loxo appears to be a bipedal elephant,
albeit a bit smaller. Its skin is bluish-gray, LOXO NAMES
wrinkled, and covered with rough, sparse Loxo are given a traditional name by their
hair. It has stocky limbs and fingers, flat herd’s wise elders. This name often
feet, and large ears. Its most striking represents an important loxo who the
feature is the pair of trunks that grow from newborn is deemed to be a reincarnation
its face, framed by large tusks. Each trunk of. Some loxo add the name of their herd as
is about 2 feet long and has three finger- a sort of surname, as their society takes
like-digits at the end. The typical loxo care of children as a group.
stands about 7 to 7-1/2 feet tall and weighs
about 500 pounds. Some loxo have settled Male Names: Alagar, Debib, Gaugan, Jatik,
in more northern climates, and have rapidly Ranjeet, Rohap, Taral, Varien.
adapted to the cold weather. Wooly loxo Female Names: Agrit, Bakal, Devrika,
have thick hair that ranges from white to Jamune, Kasi, Lavika, Otala, Ranial,
deep brown. Shali, Tarali, Valsha
LOXO TRAITS
Ability Score Increase. Your Strength Trample. Once per short or long rest,
score increases by 2. you can use your action to trample your
Age. Loxo are long lived, and remember foes underfoot. You may use your
most of their lives. The oldest can be nearly movement to trample in a straight line for
200 years of age. up to 30 feet. During this movement you
Alignment.To the loxos, everything can freely pass through squares occupied
has its place, but extremes can be by medium or smaller creatures. A creature
detrimental to the survival of the herd. Loxos whose square is passed through must make
tend to be lawful neutral a Dexterity save or take bludgeoning
Size. Loxo are tall and strong, standing damage equal to 1d8 + your Strength
between 7 and 8 feet tall and weighing modifier on a failed save and half as much
nearly 500 pounds. Your size is Medium. on a successful one. If a creature fails its
Speed. Your base walking speed is 30 save, it can't take reactions until the start of
feet. Your speed is not reduced by wearing its next turn.
heavy armor. Elephantine Recall. You can perfectly
Powerful Build. You count as one size recall any path you have traveled, any face
larger when determining your carrying you have seen, and anything you smell.
capacity and the weight you can push, drag, Languages. Loxos speak, read, and write
or lift. their own language. They also learn
Trunks and Tusks. You have two trunks Common and Giant to trade or negotiate
and two tusks you can use to attack. You can effectively.
use your tusks as natural weapons that deal
1d6 + your Strength modifier piercing
damage. You can use your trunks to interact
with items weighing up to (5 + your strength
modifier) lbs as though they were a third or
fourth hand or to grapple a medium or
smaller creature. Your extra hands can only
wield one-handed melee weapons, and when
using your trunks to attack while they hold
weapons you do not add your proficiency
bonus to the attack roll or damage. When
wielding a shield with a trunk,
you do not recieve
any benefits.
MYCONID
LIKE VEINS IN THE EARTH THE FUNGI ROSE CIRCLES AND MELDS
in all colors from that foul smelling crevice. The largest myconid in a colony is its
Deep inside the glow of bioluminescence lit sovereign, which presides over one or more
the interior, and strange mushroom-men social groups called circles. A circle
with beady eyes and wildly varying shapes consists of twenty or more myconids that
peeked out. Then a cloud of strange spores work, live, and meld together.
emerged from the crack in the earth and A meld is a form of communal meditation
descended over Thillian. He froze, only that allows myconids to transcend their
able to move his eyes and listen as the
dull subterranean existence. The myconids'
plodding, squishy footsteps approached.
rapport spores bind the participants into a
Another cloud puffed out of the largest
group consciousness. Hallucination
myconid’s head.
In the back of his mind Thillian heard a spores then induce a shared dream that
voice. “Who you? Need water, yes?” provides entertainment and social
interaction.
-Finn Guy, Deeper into Darkness
Myconids consider melding to be the
These intelligent, mobile mushroms are purpose of their existence. They use it in
among the more unusual creatures that live the pursuit of higher consciousness,
deep below ground. Myconids (occasionally collective union, and spiritual apotheosis.
called fungus ones) are gentle, quiet, shy, Myconids also use their rapport spores to
and thoughtful. They always view outsiders
communicate telepathically with other
with distrust because they assume that all
strangers are destructive and violent. To sentient creatures.
ensure that they can live in peace, they
usually make their homes far from the
more commonly traveled subterranean
paths. If approached peacefully, myconids
gladly provide shelter or allow safe passage
through their colonies.
MYCONID NAMES Pacifying Spores. As an action, you can
Myconids speak no audible language, so eject spores at one creature you can see
their names are often descriptions. within 5 feet of you. The target must
Myconid Names: Bluetop, Caphead, succeed on a Constitution saving throw or
Dimplefoot, Puffball, Redcap, Sporefoot. be stunned until the end of its next turn.
The DC for the save is equal to 8 + your
MYCONID TRAITS Constitution modifier. Once you use this
Ability Score Increase. Your Wisdom trait, you can't use it again until you finish a
and Constitution scores increase by 1. long rest.
Age. Myconids grow slowly over long Hallucination Spores. As an action, you
periods of time. The oldest myconids can can eject spores at one creature you can
live several centuries. see within 15 feet of you. The target must
Alignment. Myconids are peaceful and succeed on a Constitution saving throw or
tend towards good alignments. be poisoned for 1 minute. While poisoned
Size. Myconids stand between 4 and 7 in this way, the creature hallucinates as
feet tall and weigh between 80 and 400 though a major image spell was visible to
pounds. Your size is Medium. them. The target can repeat the saving
Speed. Your base walking speed is 25 throw at the end of each of its turns, ending
feet.
the effect on itself on a success. The DC for
Myconid Magic. Though you lack a
the save is equal to 8 + your Constitution
mouth, you may still cast spells that require
modifier. Once you use this trait, you can't
verbal components. While casting a spell
use it again until you finish a long rest.
with a verbal component you glow blue,
Sunlight Sensitivity. You have
casting a dim light in a 25 foot radius.
disadvantage on attack rolls and Wisdom
Rapport Spores. As an action you may
(Perception) checks that rely on sight when
shoot out a cloud of spores. All creatures
you, the target of the attack, or whatever
within 30 feet of you with an Intelligence of
you are trying to perceive is in direct
2 or higher that aren't undead, constructs,
sunlight.
or elementals can communicate
telepathically with you and with one Languages. You can speak, read, and
another, as long as the creatures share a write Common and Undercommon.
language and are within 30 feet of each
other. The spores’ effect lasts on a creature
until the creature finishes a long rest.
NERAPHIM
THE CHAOS BEAST WRITHED AS THE CHUNK OF
floating earth swayed underfoot. Ila of the
Crashing Wave withdrew her spear and
made a leap to a high up mote. In the chaos
wastes the ground seemed to float of its
own accord, and the swaying of the colors
made a mezmerizing show befire her, but her
eyes were focused on the writhing tentacles
full of spines, teeth, and eyes, and avoiding
its transformative touch.
-D. Purgatorio, Bestia di Rifiuti
Neraphim are roughly humanoid in shape,
with coarse red hide. A neraph has a massive
head shaped somewhat like that of a red
slaad. Chitin-like encrustations on a neraph’s
skin provides it some natural protection.
Neraphim are a nomadic people who hunt
through the maelstrom of Limbo, tracking
their elusive prey. Neraphim have developed
special hunting techniques, giving them
exceptional skill in hunting the chaos beast.
NERAPHIM NAMES
Neraphim have given names and house Darkvision. You can see in dim light
names. Those exiled from a house are within 60 feet of you as if it were bright
usually ceremonially stripped of their house light, and in Darkness as if it were dim
names, though some continue to refer to light.
themselves as such, while others take Natural Armor. You have chitinous skin.
appellations similar to “the Exile,” “the When you aren't wearing armor, your AC is
Stricken,” or “the Houseless.” 13 + your Dexterity modifier. You can use
Male Names: Anh, Cado, Hao, Sam, Tam, your natural armor to determine your AC if
Teo, Thanh, Thuan, Van, Xuan. the armor you wear would leave you with a
Female Names: Chi, Hyunh, Lan, Mai, Nam, lower AC. A shield's benefits apply as
Tham, Trinh, Yen. normal while you use your natural armor.
House Names: Spent River, Hanging Cliff, Motion Camouflage. Neraphim can use
Invisible Sea, Lost Mountain, Burning a technique known as motion camouflage,
Water, Living Stone, Stormy Field. which predatory insects use to trick prey
NERAPHIM TRAITS into thinking they are stationary even
Ability Score Increase. Your Dexterity though they are moving closer.
score increases by 1, and your Constitution When you throw a ranged weapon or
score increases by 1. attack after moving more than 20 feet, you
Age. Neraphim take longer to mature than may use your bonus action to disguise the
humans do, not reaching adulthood until age motion of your strike. The creature
40, but they can live to be older than 400. targeted with the attack must make a DC
Alignment. Even though they hold 13 Wisdom saving throw. On a failed saving
themselves above the general churn of throw, your attack has advantage. Once you
Limbo, neraphim can’t help having a chaotic use this trait on a creature, it cannot be
component in their alignment. They try not to tricked again until the creature finishes a
give in to their chaotic nature, and generally short or long rest.
are successful in this practice. Leaping Leags. Your long jump is up to
Size. Neraphim are between 5 and 6 feet 25 feet and your high jump is up to 10 feet,
tall and weigh between 140 and 240 pounds. with or without a running start.
Your size is Medium. Languages. You can speak, read, and
Speed. Your base walking speed is 30 feet. write Common and Neraph.
AWAKENED OOZE
“FOR SUCH AN OLD PLACE IT SURE IS CLEAN.”
noted Dorin, scholarly stroking his long beard,
and feeling a deep crack in the stone wall.
“But this is the place. I’m sure of it, the
engravings are still here. The ioun stone shall
be ours soon enough.” Further the three
dwarves decended down the corridor, lit only
by the flickering glow of torchlight, their
footsteps echoing into the darkness. At once,
deep into the tunnel a glint of light flickered
back - then from above, and from the deep Size. Your form’s mass fits within a 5x5
gouges in the walls. Dorin screamed as the cube. Your size is always Medium.
first black ooze poured from the cracks above. Speed. Your base walking speed is 25 feet.
Soon silence filled the stone passages again, Psionic Goo. You can speak telepathically
and not a trace of Tullamar, Gombil, or Dorin to any creature within 30 feet of you. The
remained. creature understands you only if the two of
-Julian Blix, The Temple of Slime you share a language. You can speak
telepathically in this way to as many creatures
An ooze, jelly, or slime that lives a long time as you can see.
can evolve to become more intelligent and Slime Sense. You can see with a normal
develop limited psionic ability. Such field of vision, and hear normally, as though
occurrences are more common in oozes that you possessed the proper body parts-
live near psionic creatures such as mind
regardless of your shape. You can still cast
flayers, suggesting that the ooze can sense
spells that require verbal components. While
and mimic psionic ability. Awakened oozes
can also arise from other circumstances such casting a spell with a verbal component you
as the influence of the demon lord Jubilex, or glow the same color as your current form,
the meddling of a powerful wizard. casting a dim light in a 25 foot radius. You
may also perform somatic components of
AMORPHOUS SHAPECHANGERS spells with any part of your body.
An awakened ooze can take any shape it Oozeshift. As an action you may transform
wishes, and often will mimic a sentient race in your oozing body into a new shape. You decide
appearance, becoming a translucent, slimy what you look like, including your height,
version of that race. Most oozes, when facial features, the coloration of your new
awakened, feel attached to one shape which form, and distinguishing characteristics, if any.
they recognize as their identity, and remain in
You can make yourself appear as a member of
this shape for the majority of the time.
another race, though none of your Statistics
NATURE’S JANITORS change. You always appear somewhat
The only purpose oozes serve in the world is translucent and slimy. If you choose no other
to wipe clean the dilapidated, forgotten, and shape, the default shape is a 5x5 cube.
ruined places and free them of vermin, refuse, Amorphous. You can move through a space
and adventurers. They dissolve the grime that as narrow as 1 inch wide without squeezing.
fills a a dungeon with ease. Corrosive Form. When a creature touches
OOZE NAMES you for the first time on a turn or starts its
Most names for oozes sound goopy, in a way. turn while touching or grappling you, it takes
Ooze names are not gendered. 1d4 acid damage. Any nonmagical weapon or
Names: Druplop, Glabbagool, Golblub, armor made of metal or wood that you touch
Jeibblep, Liglook, Lumblup, Ploog, starts corroding. If you are continuously
Pulglug, Slumpod, Rooglek, Rumglub. touching a wood or metal item for 1 minute,
the item takes a permanent and cumulative -1
AWAKENED OOZE TRAITS to attack and damage rolls, or AC. If its
Ability Score Increase. Your Constitution penalty drops to -5, the item is destroyed.
score increases by 2. Your corrosive form can eat through 1-inch-
Age. Most awakened oozes have lived over thick, nonmagical wood or metal in 10 minutes.
100 years before gaining sentience. Languages. You can speak, read, and write
Alignment. Oozes are mostly true neutral. Common, and one language of your choice.
SATYR DAY OF CELEBRATION
Satyrs allow no opportunity for revelry to
THAT NIGHT, AS THE MAN SLEPT, A BEAUTIFUL pass them by. They celebrate any holiday
new melody drifted from the forest and into they have ever heard of—and are entirely
the bridal bower. On the morning of the cognizant that the civilizations of the world
wedding, the lady was gone from the tower. have enough festivals and holy days
The only trace of her was a single delicate between them to justify celebrating on a
footprint outside the circle of cold iron. Try nonstop basis. However, despite their love
as he might, the man who broke his vow to of wine, song, dance, and stories, satyrs are
the satyr never discovered where she had rarely reckless in their hedonism. In the
gone. midst of a celebration, a satyr maintains an
-Bard’s Tale, The Ugly Satyr awareness for danger, and he ensures that
Satyrs resemble humans with the his revels do not cause the creatures he
legs of goats, and they are covered in fur cares about to come to harm.
from the waist down. Most satyrs have a
pair of small horns. A race branded by MAGICAL MUSICIANS
folklore as tricksters, hedonists, and In legend, satyrs are said to produce music
charlatans, satyrs only partially deserve the that is so captivating because it draws on
dark aspect of their reputation. They fey magic for its power. Such legends arise
display the broad shoulders and powerful from the satyrs who have practiced
upper bodies of humans, and most sport enchanting their tunes. When a satyr plays
some kind of facial hair. Their wild, curly its song, its haunting notes burrow deep
hair ranges in length, with younger satyrs into the minds of their enemies, who find
keeping their hair short. Older satyrs let it themselves enthralled by the music.
grow as they age, until it hangs about their The satyrs’ love for song and story makes
shoulders. them excellent bards. Satyrs enjoy few
pleasures as much as a compelling tale,
and a satyr who has a vast collection of
such tales earns the respect of his people.
CALCULATED SATYR TRAITS
A satyr will take risks, but those risks are Ability Score Increase. Your Charisma
typically measured against his preparation score increases by 2 and your Dexterity
and cunning. . Satyrs exercise great caution score increases by 1.
in their exploration, a result of living in the Age. Young satyrs grow quickly to
Feywild with its wild magic and hidden maturity, and live slightly longer than
dangers. When meeting new creatures, humans.
Alignment. Satyrs are driven by curiosity
satyrs are cautious to the point of outright
and hedonism in equal measure, tending
suspicion. When new people have proven
towards chaotic alignments.
themselves trustworthy, a satyr becomes a Size. Satyrs stand between 5 and 6 feet
dedicated and relentless ally. tall. Your size is Medium.
Though many satyrs are shy, they have a Speed. Your base walking speed is 35
natural sense of wonder regarding the feet.
world around them and the creatures Fey Ancestry. You have advantage on
with which they share that world. saving throws against being Charmed, and
magic can’t put you to sleep.
SATYR NAMES Leaping Hooves. Your powerful, goat
Satyrs are given strong or playful names. like legs allow you to spring higher and
All known satyrs are male. farther than most when jumping. If you
Names: Adronus, Barases, Canteon, make a standing leap, your jump height and
Dantes, Gilderos, Pan, Puck, Romeus, jump distance are increased by 5 feet. If
Silenus, Tarteron you have a running start, your jump height
and jump distance are increased by 10 feet.
Magical Music. You gain proficiency in
one instrument of your choice. While you
are playing an instrument which you are
proficient in, you may manifest one of the
following effects. Once you use this trait,
you can not do so again until you finish a
short or long rest. In addition, you may use
an instrument as a spellcasting focus for
any class that uses one.
Alluring Melody: While you play this
melody, creatures within 30 feet of you that
can see and hear you must make a
Charisma saving throw. On a failed save, a
creature acts as though it is under the
effects of the friends cantrip.
Enchanted Lure: While you are playing
this tune, creatures within 30 feet of you
that can see and hear you must make a
Charisma saving throw. On a failed save, a
creature is drawn to your location, and
cannot use their movement to move in any
other direction.
Playing music in this way requires
concentration, and each effect can be
maintained for up to one minute by
continuing to play. The DC for the save is
equal to 11 + your Charisma modifier. A
creature under an effect can repeat the
Charisma saving throw at the end of each
of its turns, ending the effect on itself on a
success.
Languages. You can speak, read, and
write Common, Sylvan, and Satyr.
SAURIAL
FIRST A SCREECH FROM ABOVE, THEN A ROAR TRIBES OF THE VALE
came tumbling from the mists deep in the Saurials are generally peaceful and
heart of the jungle. The six saurials moved contemplative creatures. Although they try
slowly towards the overgrown cliffside. The to expand their numbers to ensure the
few small mammals who resided on the race’s survival, they have no desire to
rock-face dispersed as they approached, conquer new lands or to influence the
disappearing into holes in the cliffside. world around them.
Distantly from the mists came the roar In a typical saurial village, each member
again, and a group of flyers on the wing of the tribe learns a skill that suits him,
flew overhead away from the sound. One such as blacksmithing, weaving, farming,
flyer cried out, but their squeaks couldn’t hunting, carpentry, masonry, or the like.
be understood as words. Saurials prefer to build singlefamily stone
The roar came again, closer this time, dwellings, or thatched huts if material or
and accompanied by the deep hollow time is in short supply. A saurial village
stomping of a giant dinosaur. Breaking usually incorporates more than one
through the treetops was the king himself. subrace, and its members treat each other
as equals and value one another’s unique
-T. Kingsley, Primal Jungles
contributions to the community.
Somewhere in a hidden place known as the SAURIAL NAMES
Lost Vale, lies a colony of intelligent Saurial names often sound like roars,
reptilian humanoids said to hail from rumbles and growls to members of other
another world. These creatures, known as races, featuring “g” and “r” sounds.
saurials, were stranded in Faerûn by the Male Names: Agranar, Brigganar, Deragog,
actions of an evil deity. More intelligent Folg, Girgumm, Garnarr, Surrig, Rengar,
than lizardfolk and inclined to be peaceful Thormug, Vorrigul
and civilized, the saurials have maintained Female Names: Agranna, Briguri, Cigrim,
a thriving community in near-complete Girrili, Mirrig, Rigiri, Rragma, Sigg
isolation for nearly fifteen years. Tales of Surrigil, Vigi
these so-called dragonfolk pervade many
cultures, but few humans have actually
seen them.
DINOSAUR DESCENDENTS
All saurials are generally humanoid in
shape. Each has two arms that end in
clawed hands, two legs, and a
lizardlike tail. A member of the
flyer subrace also has two
“wings”—actually flaps of
skin that extend from its
wrists to its waist that
allow it to fly. The scales
that cover a saurial’s
body are primarily
green, with patterns
of yellow on its back.
SAURIAL TRAITS Slicing Defense. When a creature within
Ability Score Increase. Your Strength 5 feet of you hits you with a melee attack,
score increases by 1. you may use your reaction to make the
Age. Saurials mature by the age of 7 and attacker take piercing damage equal to your
live less than a century. Strength modifier.
Alignment. Saurials tend towards good
or neutrality, but some tend to use their FINHEAD
strength for evil. Finheads have a colorful ridge above the
Size. Most saurials are about the size of brow that makes them more aerodynamic
a human, with the exception of flyers. Your and can sense vibration in the air.
size is Medium. Ability Score Increase. Your Wisdom
Speed. Your base walking speed is 30 score increases by 1.
feet. Aerodynamics. You have a base walking
Claws. Your sharp claws are a natural speed of 35 feet. In addition, if you take the
weapon, which you can use to make Dash action on your turn, while you are
unarmed strikes. If you hit with it, you deal dashing you may treat your base walking
slashing damage equal to 1d4 + your speed as 45 feet.
Strength modifier, instead of the Vibrational Senses. You may use your
bludgeoning damage normal for an bonus action to close your eyes and tune to
unarmed strike. the vibrations of the ground and air around
Lukewarm Blood. Saurials are warm- you gaining tremorsense in a radius of 15
blooded creatures, but they retain heat feet until you open your eyes.
poorly in cold environments. In cooler
climates, saurials can easily die from FLYER
exposure in an environment that a human Flyers are the smallest saurials, with flaps
would find merely uncomfortable. You’re of scaly skin that allow them to take flight.
also naturally adapted to warm climates, as Ability Score Increase. Your Dexterity
described in chapter 5 of the Dungeon score increases by 1.
Master’s Guide. Size. Flyers are the smallest of the
Languages. You can speak, read, and saurials, at barely 4 feet. Your size is small.
write Common and Draconic. Little Flapper. You have a base walking
speed of 20 feet. You also have a flying
Subraces. Several saurial subraces exist, speed of 40 feet. To use this speed, you
although only four—namely bladebacks, can’t be wearing medium or heavy armor.
finheads, flyers, hornheads, and —are Evasive Maneuver. While you are flying
known to populate the worlds of D&D. you can disengage as a bonus action.

BLADEBACK HORNHEAD
Bladebacks have stegosaurus-like blades Hornheads are big as a tall orc. Three
that make a ridge down their spine and tail. sharp horns protrude from its head.
Ability Score Increase. Your Charisma Ability Score Increase. Your
score increases by 1. Constitution score increases by 1.
Bladed Tail. Your tail is a natural Powerful Build. You count as one size
weapon, which you can use to make larger when determining your carrying
unarmed strikes. If you hit with it, you deal capacity and the weight you can push, drag,
slashing damage equal to 1d6 + your or lift.
Strength modifier, instead of the Tri-Horn. Your horns, which sprout from
bludgeoning damage normal for an your nose and brows, are a natural weapon
unarmed strike. which you can use to make unarmed
Blade Fury. When you hit a creature with strikes. If you hit with your horns, you deal
your bladed tail, you may use your bonus piercing damage equal to 1d6 + your
action to make two additional attacks with Strength modifier, instead of the
your claws. Once you use this trait, you bludgeoning damage normal for an
can’t use it again until you finish a short or unarmed strike.
long rest. Piercing Charge. If you move at least 20
feet in a straight line, you may make a
special attack with your horns. If you hit
with it, you deal an additional 1d6 piercing
damage to the target.
SHARDMIND
A VOICE TOUCHED ALAREL’S MIND. “STOP,
elf or every shard in this cave will turn
against you.”
Unafraid, her pacing continued down the
glimmering hallways of crystal, her
torchlight reflecting off the myriad facets.
Finally she emerged into a great cavern,
and saw below her the simple, mouthless
faces of the shardminds. Their glowing eyes
rose to meet hers.
“I’ll be leaving now.” she yelped out to the
crowd.
A thousand voices in her mind replied,
“You will not.”
-J. W. Lurre, The Crystal Cavern

Shardminds are crystalline creatures


consisting of hundreds of small shards of
translucent green, white, red, or amber
crystal assembled into humanoid form and
animated by a force of pure psionic energy.
Shardminds choose their forms to mimic
the shapes of humanoids; some take on
forms that seem more masculine, while
others appear more feminine.
CRYSTALLINE FORM
A shardmind’s physical form is an
amalgamation of crystalline shards bound
together by force of will into a humanoid
form. Every shardmind has a limited ability
to alter that form.
A shardmind’s animating force glows
dimly from within each of its component
shards, emanating most brightly from GATE-BORN FRAGMENTS
where the eyes of a humanoid would be. Shardminds are sentient fragments
This inner light sheds dim light in a of the Living Gate, which once stood at the
shardmind’s space, but a shardmind can pinnacle of the intricate lattice of the Astral
squelch the light with an instant’s Sea. Beyond that gate lay the alien Far
concentration—in order to hide in the dark, Realm. Though Ioun’s power holds the portal
for example. closed, shardminds seek to rebuild the gate
and forever cut off the Far Realm’s ability to
PSYCHIC MIND influence the world.
Shardminds are fragments of pure thought
Shardminds say that the Living Gate
given life and substance. They are logical,
shattered into countless fragments, and each
emotionally distant, and naive to the ways
time an awakened shardmind is killed,
of society in the world. Some approach life
another one somewhere in the universe stirs
with innocent curiosity, eager to embrace
to consciousness.
the wealth of experiences the world has to
Although the race as a whole shares a
offer, while others remain reserved and common goal of rebuilding the Living Gate,
aloof, bearing a higher purpose in mind at several philosophies disagree on how to
all times. Though they often seem accomplish that goal. The three most
dispassionate, when a strong emotion important sects are the Thought Builders,
seizes them, they experience it powerfully. the God Shards, and the Shard Slayers.
SHARDMIND NAMES
Shardmind names are not gendered, Instead of sleeping, you enter an inactive
although an individual shardmind in its state for 4 hours each day. You do not
appearance may be more masculine or dream in this state; you are fully aware of
feminine. your surroundings and notice approaching
Shardmind Names: Amata, Arshaka, enemies and other events as normal.
Arwia, Balashi, Bashanu, Belessunu, Psychic Resonator. You lack a mouth to
Dipana, Erishti, Eshunu, Hunzu, Iltani, speak. Your psychic resonance gives you
Ishmea, Kuaya, Kubaba, Kuri, Manishtu, the ability to touch the minds of other
Naram, Nuraya, Seluku, Tabni, Ubashu, creatures. You can communicate
Utua, Zakiti telepathically with any creature you can see
within 30 feet of you. A creature
SHARDMIND TRAITS understands you only if the two of you
Ability Score Increase. Your Intelligence share a language.
score increases by 2, You may instead vibrate on a frequency
Age. Shardminds are part of an eternal that can send telepathic messages to all
spirit, but a single shard rarely lasts for creatures within 30 feet. You may also
longer than a few thousand years. perform the verbal components of spells
Alignment. A shardmind’s alignment this way. You can be heard vibrating from
depends upon its philosophy. Thought up to 100 feet away.
Builders are dedicated to Ioun. They tend Shard Swarm. As a bonus action you
to be unaligned or good. Most God Shards loosen your mental grip on your physical
are unaligned and revere no deity. Most form, distracting your foes with a swarm of
Shard Slayers are evil, and many are shards. You then re-form elsewhere. Your
devoted to Vecna. body explodes outward in a 5 foot radius,
Size. All shardminds stand at least 5 feet dealing piercing damage equal to 1d8 +
tall, with the largest shards standing 7 feet. your Intelligence modifier. You then re-form
Speed. Your base walking speed is 30 up to 15 feet away from the spot you
feet. dispersed in. Once you use this trait you
Crystal Construct. Even though you are can not use it again until you finish a short
a sentient shard of crystal, you are a living or long rest.
creature. You are immune to disease. You Languages. Shardminds speak, read and
do not need to eat or breathe, and you lack write Common and Deep Speech.
a mouth to do so.
limbs protruding from a thri-kreen’s
THRI-KREEN midsection, two are used for walking, and
OUR YOUNG ENGAGED IN GAMES OF STALK, each of the other four ends in a four-
and we ate as we wanted to, drinking water fingered, or sometimes in a claw-like hand.
from our skins and leaving the fresh water A sand-colored exoskeleton covers an adult
near the circle for the larvae, though we thri-kreen’s body. Two compound eyes, two
would fill the skins the next morning. The antennae, and a complicated jaw structure,
surviving hunters, including those who which includes a pair of wicked mandibles,
had not hunted crodlu that day, gathered in give the head an insectlike appearance. The
tik-dul, the hunt-dance, to celebrate and to typical thri-kreen wears a harness, belt, and
prepare for the next hunt. A pair of kreen slings for holding its equipment, but no
began making the tik-dul rhythm, striking other clothing or armor.
crodlu bones on gythka shafts. The rest of
the kreen talked and made tools and art. I ALIEN PSYCHE
traded a pretty stone to Grej, and she Thri-kreen have no solid personalities as
painted the back of my thorax with the humans would define them. Unpredictable
symbol for good hunting. Tolth selected in everything they do, thri-kreen do not
guards and scouts for the night, and decided evidence much emotion in their behavioral
to scout herself as well. We talked and patterns. Their faces are incapable of
practiced weapons until first light, when we exhibiting most feelings, but agitation does
ate again and prepared for the hunt. show in the rapid motion of antennae and
mandibles. The focus of the thri-kreen is
-from an account by Klik-Chaka-da, always on survival, and they respect only
transcribed from the tale of Chark-Gath- prowess and strength.
gaal, a Jeral thri-kreen of the Tyr Region Thri-kreen neither seek nor shun contact
with other races. They simply exist with
Thri-kreen are a mantislike race of hunters other species and share territory so long as
that travel in packs across the grasslands others do not begin to over hunt an area or
or underground areas. They are reclusive waste precious resources. If a thri-kreen
and alien to most other creatures that pack perceives interlopers as a danger, they
share the plains with them. Their physical attack relentlessly, heedless of their own
nature and aggressive hunting tactics make safety, until the threat is either driven off or
them superior in the region, but thri-kreen slain. Lacking any sense of honor or loyalty,
do not usually attack other sentient thri-kreen are a hard species with which to
creatures without provocation. negotiate.

MANTIS MEN
A thri-kreen looks like a bipedal praying
mantis, between 5 and 7 feet tall. Of the six
INSTINCTUAL AMBIVALENCE Multiple Limbs. You have four arms.
While thri-kreen are not needlessly cruel or Designate one as your main-hand, and one
evil, they do not go out of their way to help as your off-hand. You can use your other
others. Simple existence and survival rule extra arms to interact with items weighing
the thri-kreen way of life—the strong live up to (5 + your strength modifier) lbs. In
and the weak die. addition, you can interact with one
additional object or item as part of your
HUNT FOR SURVIVAL turn using these extra limbs.
Thri-kreen lack devotion beyond the Your extra arms can only wield light
convenience of joining with exceptional one-handed melee weapons, and when
hunting companions. Thri-kreen have no using your extra arms to attack while they
traditions of their own and see little value hold weapons you do not add your ability
in those of others. score to the attack roll or damage. When
Thri-kreen have no established religious wielding a shield with an extra arm, you do
practices. However, some of them have not recieve any benefits. The extra arms
become attuned to the hunting and are not coordinated enough to perform
resource aspects of nature deities, such somatic components of spells accurately.
and developed druidic spellcasting abilities. Paralyzing Bite. Your venomous jaws,
and your pair of mandibles are a natural
THRI-KREEN NAMES weapon, which you can use to make
Thri-kreen speak their own language, unarmed strikes. If you hit with it, you
which is composed of clicks and snaps of deal piercing damage equal to ld4 + your
their mandibles. Thri-kreen make no Dexterity modifier, instead of the
distinction between male and bludgeoning damage normal for an
female names, and they have no surnames unarmed strike.
Thri-kreen Names: Chit’al, Drik-chkit, As a bonus action, you may also try to
Gulnik, Kiktul, Klaktuk, Krik, Pok, paralyze a creature with your bite. The
Ptekwe, Tal’tich, Tilnak, Tik-tik creature must make a Constitution saving
THRI-KREEN TRAITS throw or be poisoned for 1 minute. If the
Ability Score Increase. Your Dexterity saving throw fails by 5 or more, the target
score increases by 2. is also paralyzed while poisoned in this
Age. Thri-kreen live lives that range from way. The poisoned target can repeat the
40 years to almost 80 years. They mature saving throw on each of its turns, ending
quickly when they are born and quickly the effect on itself on a success. The DC for
become warriors in their own right. the save is equal to 7 + your Constitution
Alignment. Kreen are spontaneous in modifier + your proficiency bonus. A
most of their actions, and tend towards thri-kreen only produces enough poison for
chaotic neutral. one paralyzing bite per day.
Size. Thri-kreen are between 5 and 7 Sleepless. Thri-kreen don’t require sleep
feet tall and weigh between 100 and 375 and can rest while remaining alert and
pounds. Your size is Medium. performing light tasks. You must spend 8
Speed. Your base walking speed is 35 hours resting in this way to gain the
feet. benefits of a long rest. In addition, magic
Standing Leap. Your long jump is up to can't put you to sleep.
30 feet and your high jump is up to 15 feet, Languages. You can speak, read, and
with or without a running start. Starting at write Common and Thri-kreen.
level 11 you may add a number of feet
equal to half your Dexterity score to these
distances.
Tough Exoskeleton. While you are not
wearing any armor, your Armor Class
equals 13 + your Dexterity modifier. You
can use a shield and still gain this benefit.
VALKYRIE SISTERS OF BATTLE
Valkyries are always female. Valkyries
Now awful is it to be without, as blood-red
instinctively recognize each other as
rack races overhead; is the welkin gory
siblings of a sort, and this sisterhood
with warriors’ blood as we valkyries
causes them to feel a sort of camaraderie
war-songs chanted. Well have we chanted
with one another. On their home plane of
charms full many about the king’s son:
Ysgard, this camaraderie becomes blurred
may it bode him well! Let him learn them
as the valkyries fight one another regularly
who listens to us, and speak these spells
and often participate in the celebrations in
to spearmen after. Start we swiftly with
the Hall of the Valiant. Yet on other planes,
steeds unsaddled—hence to battle with
valkyries rarely fight one another,
brandished swords!
preferring to work together to find brave
-The Song of the Valkyries opponents or to serve a great fighter.

Valkyries, often called storm angels by the BORN OF CRIMSON FLOWERS


ignorant, soar through the skies of Ysgard Valkyries come into being when a deity’s
seeking battle with the plane’s most valiant battle-shed blood falls on the hallowed
warriors. Fearless paragons of martial grounds of one of Ysgard’s layers. If the
prowess, valkyries thrill at combat and fight deity lived through the combat, the blood it
worthy foes at every opportunity. Although lost to the earth sprouts glory flowers
prone to disobedience, valkyries often on the following dawn, carpeting the
serve deities of war as messengers and landscape in glowing blood-red blossoms.
enforcers. The short-lived glory flower’s blossoms are
prized components in magic items. Should
SEEKERS OF GLORIOUS COMBAT the glory blossoms be left undisturbed until
Valkyries live on all the layers of the Heroic the following dawn, the glow they emit
Domains of Ysgard. This plane of constant builds to an almost blinding crimson light
battle, death, and resurrection is their as they die, and a valkyrie appears when
favored home. On Ysgard, valkyries the light is most intense. The newly born
test their fighting skills against any valkyrie seeks out its parent deity to serve
creature, regardless of its power, and they it. Most valkyries in service to a deity serve
are even willing to fight less worthy foes, a god or goddess that lives on the plane,
secure in the knowledge that both they and but such service rarely lasts more than a
their opponents will arise from death to hundred years of a valkyrie’s long life due to
fight again. their independent natures.
VALKYRIE NAMES
Some valkyrie names may be descriptive of
the roles and abilities of the valkyries. For
example, Geirdriful means "Spear-flinger".
Names: Brynhildr, Eir, Geirdriful, Göll,
Göndul, Hildr, Hrist, Kára, Mist, Ölrún,
Róta, Sigrún, Skögul, Skuld, Þrima
VALKYRIE TRAITS
Ability Score Increase. Your Strength
and Constitution scores increase by 1.
Age. Valkyries are beings of the upper
planes and can live for thousands of years,
but few survive that long outside Ysgard.
Alignment. Valkyries value honor and
glory in combat. They tend towards Lawful
good, but have been known to beome evil.
Size. Valkyrie stand over 5 feet tall, few
are taller than 6 feet. Your size is Medium.
Speed. Your base walking speed is 30
feet.
Ysgardian Training. Years of combat on
Ysgard’s endless battlefields have trained
you to be quick and accurate with the point
of a spear and deadly on horseback. You
gain proficiency in spears and the animal
handling skill.
Charge of the Light Brigade. If you
move at least 20 feet in a straight line
CURATORS OF WAR towards an enemy you can use your bonus
Often, valkyries happen upon a battle and action to make a single weapon attack with
advantage. If the lower of the two rolls
observe the combatants from the air or
would also hit the creature, and the
from hiding. The valkyries then swoop
creature is large or smaller, it must make a
down to “rescue” skilled fighters from the saving throw equal to 8 + your Strength
melee, taking them to a safe place where modifier + your proficiency bonus or be
they can recuperate and ready themselves knocked prone. After you use this trait, you
to do battle with their saviors. can't use it again until you finish a short or
Valkyrie tirelessly search for battles, and long rest.
by challenging and killing a society’s best Emissary of Ysgard. Any creature you
warriors, they might also take that society’s ride begins to fly 5 feet above the ground.
best hunters. This rarely has a direct effect The creature gains hover and a fly speed
on local ecology, but in harsh lands it can equal to its ground movement, if it has one.
have significant effects on the communities It cannot however, fly any higher than 5 feet
left without their best food gatherers. The off the ground. This means the creature
can cross or stand above non-solid or
dissolution of those communities can then
unstable surfaces, such as crossing water
wreak havoc on the surrounding region. or uneven ground. The creature leaves no
LEARNED FIGHTERS tracks and ignores difficult terrain. In
Having lived for hundreds or even addition, the creature can move at normal
thousands of years on the plane of Ysgard, speed for up to 12 hours a day without
valkries are proud combatants. Testing suffering exhaustion from a forced march.
their martial skills in battle against anyone Take to the Skies. Once you reach 5th
level, you can cast the fly spell on your
worthy forms the basis of their
mount once per day You must be riding
understanding of virtually everything, an your mount for it to fly in this way.
outlook that doesn’t give them much Languages. You can speak, read, and
respect for the weak, or needful. write Celestial, Common, and Giant.
Wemic Training. You have proficiency
WEMIC with one simple weapon, shields, and the
A DEEP ROAR SOUNDED ACROSS THE PLAIN, Athletics and Survival skills.
followed by growling, the pounding of stone, Claw. Your sharp claws are natural
clattering of wood, and then silence as weapons, which you can use to make
Kultan’s spear drove deep into Ulmit’s chest, unarmed strikes. If you hit with your claws,
and Ulmit moved no more. Kultan roared you deal slashing damage equal to ld6 +
again, and raised the bleeding body above his your Strength modifier, instead of the
head as he emerged, victorious, to the cheers bludgeoning damage normal for an
of the tribe that he could now call his own. unarmed strike.
-Bert Lahr, Plains of War These unarmed strikes can be performed
with any of your six limbs, and making an
Wemics are centaurlike creatures with the unarmed strike with your claws does not
upper torso of a humanoid atop a lion’s broad require a free hand.
shoulders. Dusky golden fur covers them from Pounce. When you make a running long
head to tail. Their tails feature a brush of jump, you cover a number of feet equal to
black hair, and the males have a long black
twice your strength score. If you land
mane. Wemics’ faces are a mixture of
within 5 feet of a creature, you may
humanoid and leonine, and their golden eyes
have the slitted pupils of a cat. Their ears are make a single unarmed strike against
set high on their heads. All six of their limbs that creature with your claws as a bonus
end in retractable claws. action.
Heavy Quadruped. As a heavy
NATURAL PRIDES quadruped, you have advantage on
Wemics live in harmony with nature, checks and saving throws made to
uncivilized and proud of it. They are a noble resist being knocked prone. You have
people and are among the most skillful a carrying capacity two times greater
hunters in all the realms. Wemics learn to than normal for your Strength.
hunt and fight from a very young age. Life as You must eat four times as much and
a wemic is simple. Most of the day is spent drink twice as much as a human. You
playing around, basking in the sun, or hunting cannot wear most armor that is not
for food. designed for you, and you cannot wear
boots or footwear designed for humanoids.
WEMIC TRAITS You also cannot climb without assistance.
Ability Score Increase. Your Strength If you are using a grid you take up
score increases by 2.
two 5x5 squares on the grid.
Age. Wemics remain children for only five
Languages. You can speak, read,
years, and live about 50 years on average.
Most wemics die in dangerous hunts on the and write Common and
savanna long before age can take them. Wemic.
Alignment. As creatures of a beast-like
nature, most wemics tend towards neutrality.
Size. From head to rump, wemics are 10 to
12 feet long, and they stand 6 to 7 feet tall
from their front paws to the tops of their
heads. They weigh around 600 pounds. Your
size is medium.
Speed. Your base walking speed is 40 feet.
Darkvision. You have superior vision in
dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light.
You can't discern color in darkness, only
shades of gray.
WIGHT VENGEFUL DEAD
Jaltain fell to the ground, drained by the Having met a cruel and undeserved end,
hand of the foul wight. Our holy protector you have returned to the realm of the
was slain, and lay a pool of his own blood. living. As a wight, you thirst for revenge
Behind the wight, there was a movement, against those who wronged you in life.
and Jaltain’s golden armor stirred. Wights possess the memories and drives of
I called to Jaltain to strike the killing blow, their formerly living selves. They will heed
but he did not respond. Instead he silently the call of whatever dark entity transformed
charged towards Nalia with his sword them into undead, swearing oaths to
raised. Uncaring to her cries the paladin appease their new lord while
who had protected Nalia with his body, and retaining their autonomy. Neither dead nor
had loved her for a time struck down Nalia, alive, a wight exists in a transitional state
his blade rending her flesh with blow after between one world and the next. The
blow. His eyes were grey and empty, and I bright spark it possessed in life is gone.
knew Jaltain was gone. I was alone with the When a wight attacks, this life essence
dead now. glows like white-hot embers to its dark eyes.

-S. K. Leighton, Crypt of Almar RETURNED TO LIFE


The wight race may look like another race
A wight is an undead creature given a
depending on the race of the wight in life,
semblance of life through sheer violence
but becoming a wight replaces that race’s
and hatred. They can drain the life energy
traits.
out of victims by touch, turning them into
Your DM might also allow you to take this
zombies upon death. Wights appear as a
race for a slain character. In that case, your
weird and twisted reflections of the forms
character rises from the dead with its
they had in life.
original race replaced (or with the necessary
modifications made to its base traits), filled
with a determination to seek vengeance.
WIGHT NAMES
A wight is almost always named whatever No Rest for the Dead. Instead of
they had been called in life. sleeping, you enter an inactive state for 4
hours each day. You do not dream in this
WIGHT TRAITS state; you are fully aware of your
Ability Score Increase. Your surroundings and notice approaching
Constitution score increases by 1. One enemies and other events as normal.
ability score of your choice increases by 1. Life Drain. Once per short or long rest
you may make a special melee attack by
Age. As a returned humanoid, you can
touching a creature. If you hit, you deal 1
live for many centuries. piercing damage and 1d6 necrotic damage.
Alignment. All wights seek vengeance on The target’s hit point maximum is reduced
the living. Most wights are evil, but a small by an amount equal to the necrotic damage
minority are neutral, and even fewer good. taken. The reduction lasts until the target
Size. Your height is whatever your height fnishes a long rest. The target dies if this
was in life. Your size is Small or Medium. effect reduces its hit point maximum to 0. A
Speed. Your base walking speed is 30 humanoid killed in this way becomes a
feet. zombie (MM) with a maximum number of
Necrotic Resistance. You have hit points equal to the humanoid's CR
resistance to necrotic damage. multiplied by 4. You can command this
zombie to act with a bonus action. You can
Sunlight Sensitivity. You have
only have 1 zombie at a time.
disadvantage on attack rolls and on
Undead Endurance. When damage
Wisdom (Perception) checks that rely on reduces you to 0 hit points, you instead
sight when you, the target of your attack, or drop to 1 hit point. You can’t use this
whatever you are trying to perceive is in feature if you are reduced to 0 hit points by
direct sunlight. radiant damage or by a critical hit. Once
Undeath. You are immune to disease and you use this feature, you can't use it again
the poisoned condition. You do not need to until you finish a long rest.
eat or breathe, but you can ingest food and Languages. You can speak, read, and
drink if you wish. write any language you could in life.
WILDEN
THIS WORLD COULD NOT BE A GROVE
until these abberations that plague
the hearts of mortal men are
destroyed. For the monsters in their
hearts wander the borders of the
realms, and echo a terrible call into
the fey realm. Echoes amplified in
the magic of the realm. They poison
the light, and wrap choking vines
around our world.
This is why my people were born.
The great spirit placed within us the
seeds of power. Seeds to nurture
into a mighty tree that will stand
tall, unwilting in the seasons.
Together, we shall guide them, to
ascend the tree of the planes.
-T. R. Eberd, The Green Border

Wilden are fey creatures with plantlike


characteristics. Their bones are hardwood,
and their supple, barklike skin trails into
viny tendrils and a cloak of leaves, which
drapes across the back. The wilden
emerged from the unspoiled reaches,
ancient bogs, and primeval forests of the
Feywild. Awakened to fight the growing
corruption plaguing the land, they strive to
restore the natural order and to purge
aberrant horrors from the world.
ASPECTED SPIRIT
Within each wilden lies nature’s spirit, and
all can manifest this spirit in different forms
called aspects. Each aspect triggers a
ONE WITH NATURE
Individuality has no place in a wilden’s life.
physical transformation, reflecting the
Wilden display differences in personality
purpose for which the wilden were created. and appearance, but all wilden regard
A wilden in the aspect of the ancients has themselves as parts of a greater whole.
eyes and leaves of stark white. In the aspect When speaking of themselves, wilden use
of the destroyer, jagged spurs break through the plural, saying “we” instead of “I.”
the wilden’s skin, and his or her eyes Wilden have no kingdoms or cities, but they
darken to a lustrous black. The hunter’s regard all of nature as their home.
aspect camouflages a wilden’s body with
alternating green and brown patterns, while WILDEN NAMES
Wilden tend to be named like the bark on
his or her eyes take on a bright emerald
their skin, their names wrapping and
color.
curling around in strange patterns.
Wilden can experience shifts in
Male Names: Banmarden, Fiddenmar,
personality when they assume their aspects. Durmindin, Kettenbar, Midnorten,
They become thoughtful and cautious when Rodmennar, Vennerzad
in the aspect of the ancients, aggressive in Female Names: Dannamai, Ennimbel,
the aspect of the destroyer, and secretive Kalkennash, Nementah, Shallahai,
and withdrawn in the aspect of the hunter. Tellorda, Zazenna
WILDEN TRAITS
Ability Score Increase. Your Wisdom, Aspect of the Ancients: When you hit a
Constitution, and Dexterity scores each creature with a melee weapon attack, you
increase by 1. may use your reaction to vanish and
Age. A typical wilden lives more than a teleport up to 15 feet, marking the
century, their body moving through the creature. You gain advantage on attack rolls
seasons as they age. you make against the marked creature
Alignment. Wilden are often staunch before the end of your next turn.
defenders of the natural order. Very few Aspect of the Destroyer: When an enemy
wilden are not good aligned, and evil wilden attacks you or an ally adjacent to you, you
are ostracised with great prejudice. may use your reaction to move up to your
Size. Most Wilden stand over 5 feet tall, movement speed and make a melee attack
but under 6, and rarely weigh more than 200 against that enemy. If your attack hits, the
lbs. Your size is Medium. target is also incapacitated until the end of
Speed. Your base walking speed is 30 feet. their next turn.
Fey Ancestry. You have advantage on Aspect of the Hunter: When an enemy
saving throws against being Charmed, and within 10 feet of you moves more than 10
magic can’t put you to sleep. feet away from you on its turn you may use
Hardy Form. Once per short or long rest, your reaction to immediately move up to 15
when you make a saving throw you may feet and mark that enemy. The next attack
harden yourself to an effect. You have you make against the marked enemy deals
advantage on the saving throw, and if a additional damage equal to half your level,
successful saving throw would reduce and the enemy does not benefit from cover
damage, it instead negates the damage. or concealment if you attack it at range.
Nature’s Aspect. Whenever you complete Languages. Wilden speak, read, and
a long rest, choose one of the following write Common and Sylvan.
aspects of nature to manifest. You may use
an aspect’s power once, and cannot use it
again until you finish a short or long rest.

Anda mungkin juga menyukai